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Everything posted by idanwin
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I downloaded the latest SVN, updated the workspace, ran make and started the game a few times, each time I got this (the terminal had not given any error messages upon building) I ran the test. It said OK I ran make again, no errors I ran test again: OK I ran the game and had no problems anymore ... not sure what happened ... maybe my computer just messed up the build for some reason? Anyway, these are the errors I got (if anyone runs into them again they can find this post): On startup: Javascript error: gui/common/music.js line 164 TypeError: Engine. LoopMusic is not a function ("Honor_Bound.ogg", 0, true)@gui/common/music.js:164 ()@gui/common/music.js:70 init([object Object],(void 0)@gui/pregame/mainmeny.js:10 GUI page 'page_pregame.xml': Failed to call init() function When I click on a button in the menu: JavaScript warning: gui/pregame/mainmenu.js line 234 Script value conversion check failed: JSVAL_IS_STRING(v) || JSVAL_IS_NUMBER(v) (got type undefined) JavaScript error: gui/pregame/mainmenu.js line 234 TypeError: getGUIObjectByName(currentSubmenyType) is null closeMeny()@gui/pregame/mainmenu.js:234 __eventhandler14 (press)([object Object])@menySinglePlayerButton press:0
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I LOVE Bitcoins, and so do many other people. For me it is the easiest way to pay on the internet (even Paypal is more work). It is true, there is little you can do, unless you live near Kreuzberg, but the options are ever growing. As stated before: domain names, hosting (link), certain electronics, but also pizzas, houses, portable board games, socks, chocolate (link, link, link), beer (Manhattan, Netherlands, and some other places), drugs ( ), assassinations (according to certain people ... but these are most likely scams) and many other things .... Recently the Humble Bundle started accepting BTC and then there is the Bitcoin Bundle (but we don't want our 0AD devs to waste their time playing Oil Rush, do we?)So why use Bitcoins? 1) Free* *Transaction costs are low 2) Safe (unless you give someone your password) 3) Fast (payment ~ immediate) 4) Easy (it's like paying cash over long distances ...) 5) Come on, everyone want to be able to say: "I'll paid for that in my favourite cryptocurrency.", "That's 17 BTCh." (pronounced "That's 17 b*tch", BTCh = hectoBTC) and "Do you accept Cubits?" (how cute is that?! I would hug anyone who says that!)
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Romans sneaking through gap between wall and cliff
idanwin replied to McAllisterw's topic in General Discussion
Whoa!!! This is something that would definitely set 0AD apart from other RTS games. -
Civ Centres, different sizes for different settlement levels.
idanwin replied to McAllisterw's topic in Art Development
Love this idea. Adding modules sounds like the best solution for now. -
[Discussion] Blacksmith
idanwin replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I like that. Maybe unit building speed could go up for all barracks when you garrison citizen soldiers in a blacksmith as well (weapons/armor are produced faster). But that's getting complicated again... Anyway the blacksmith will need to have a lot of researchable techs if you want this to have any noticeable effect on gameplay. -
[Discussion] Blacksmith
idanwin replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I would not go for a separate repair unit (and certainly no fast gathering unit). No units should be trained in the blacksmith's in my opinion. Also no aura, what would be the explanation for this? Faster rearming after throwing a pilum? xD Let's not over complicate things like this. Units that become available in the barracks once the blacksmith has been built/certain research in the bs has been done sounds great though. Enabling the 'elite' ranking only when you have a bs also sounds good but may be difficult to explain to new players. Not giving bs to certain civs could be confusing, but I do admit that the arguments on which this decision was based are valid. An increase in repair rate sound good to me. Repair rate should be bound to build rate, but could be multiplied by 1.5 or something? -
Working on stuff for Alpha 14.
idanwin replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Nope, I'm totally against that. Trees growing back: OK (but slow rate) Animals spawning: OK (but away from buildings and with an animals/tile^2 limit) but no rocks/metal and no messages. -
That site could really do with a bit of user input xD It mostly dates from the time there were only two civilisations! (the gameplay part that is)
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That would help to differenciate military/civilian at a glance, (and it would look beautiful ^^)
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[Eyecandy] Sign Posts / Milestones
idanwin replied to idanwin's topic in Eyecandy, custom projects and misc.
Yup, brainstorming, photos, model proposals ... you name it. Wow, I had never heard of those, it would be nice if someone added one of those... -
On Raring now, 0 A.D. (thricely stable, svn and the multi-lobby git) works just fine.
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[DISCUSS] Performance Optimisations
idanwin replied to k776's topic in Game Development & Technical Discussion
Oh, yes, sorry. It takes a while until all textures appear correctly on the first run. With this included it does take some time. -
romans, persians and mauryans are already available in random maps. Phoenicians are planned for the bronze age mod
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Download the SVN repo, open Atlas, go to "Actors (all)" and type "waterfall"
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+1
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Try Savage II
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Agreed, the bonus should apply immediately.
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I don't hate it, it just looks unnatural during a battle, it would look really nice when you've won a battle though.
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Oh ... yes xD, but they're less aesthetically pleasing :-(
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Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
idanwin replied to Mythos_Ruler's topic in Official tasks
Was already planned I think, thought no one took up the task yet. I personally really look forward to see Twinkle Sparks (inventively avoiding copyright infringement) in the game ;-) -
I like that.
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25 towers is awfully little on a huge map
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I would give the unit the bonus immediately but only let it play the promotion animation when the battle is over. I don't think visualising it during the battle enhances gameplay in any way.
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Maybe they should only start doing the promotion animation when the battle is over (with the new battle detection system), that would solve the issue and seems realistic as well.
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Agreed, it's clearer